I have yet to play the other ones you mention, but the Confidence Man quest (Diamond City DJ) has absolutely terrible design, specially for a Fallout game.
You can't warn, stop or persuade anyone. No matter what you say, the fight will take place regardless. You can't change the plan, the fight or the odds, and you can't intimidate or persuade the thugs.
Then, no matter what you do, you have to go see Scarlett and Vadim is kidnapped. Regardless of your decisions, Travis will come along and you have to kill the raiders in the brewery to rescue Vadim.
This is worse than the average BioWare quest, there isn't even an illusion of choice. It is quite telling that Vadim himself tells you something like "You want to help Travis, show up after 6, otherwise we'll do it without you."
It's almost like it's breaking the 4th wall there. "Sorry, player, this is what we made and this is what happens, deal with it or fail the quest".
At least in BioWare games you know you're supposed to be the good guy and you're playing a pre-existing character. In the Mass Effect series, you have to be Shepard, "a goddamn hero", but you have the Chaotic/Lawful Good approaches all the time, at least. Here the only option besides being the good guy doing things for charity is to roll a speech check for more caps.
Fallout used to be about the player's own character, and there should always be multiple ways to solve these things. It's so fundamental to the series that it was in the vision statement for Fallout 1, and it's one of the reasons the originals and FNV were so great.